Images
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Screenshot_20230327_224813.jpg
Screenshot_20230327_224813.jpg
By Muratus del Mur ·
NFTs created from the new api, in md, from bestiary creatures. You can find them also on opensea.io where you can view there rarity and such.
Currently there is no way for anyone to create such nfts, but this is just because nobody showed any interest in this feature.
I will cobtinue working on in-game interfwces for this, or i will just use them for personal transfers and rewards..depends only on your feedback
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Screenshot_20230327_221129_AlphaWallet.jpg
Screenshot_20230327_221129_AlphaWallet.jpg
By Muratus del Mur ·
magicduel.com is not the official erc-20 (eth, polygon) address for md on the eth blockchain.
Magucduel.eth is also a valid ens domain name bound to the official address.
This is part of a series of experiments i do in the crypto direction
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Fyrd Stuff.jpg
Everything posted by Udgard
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Simple Items And Raw Materials Shop
Here's the problem. Making items automatically takes the wishpoint. Hence, making "standard items" for silver payment only is not possible with the current system. Well, it could be done if Mur decides it's a good idea and do extra coding for it though..
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List Of Recipes For Creating Items
Okay, to address some things. First of all, standard items with standard recipes. The impression that I got from the day item was implemented is that items are meant to be unique. Standard items that are 100% identical to others, to me, doesn't seem like the direction that items are meant to go. If you noticed, before the raw materials, the only items with same names are those that are part of a set (like aeo's runes and KB's wedding ring, and the map pieces). Otherwise, they're all unique. The raw materials themselves are partly meant to fill the gap and the demand for "standard items". Since making items costs a wishpoints, it didn't seem like making standard items would be so popular anyways (though I might be wrong here). And when we talk about standard items, although they have no specific "recipe list", their recipe is actually quite standard when you think about them logically. Suppose you want a simple wooden statue, then the material would be a plank, never, for example, a piece of metal. Or if you want a golden ring, I won't ask for an egg shell as material. For simple items, the "recipe" is what you think it would take to make logically, so you will, IMHO, find out what you need faster by thinking it yourself than searching through a list =D As for shops, I'm trying to work towards one, but raw materials itself are not supposed to be unlimited. The shop will carry some goods, but there will always be some type of materials that are more rare than others, and thus more scarce.
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Wtb Pass Papers
I thought some RPCs were given ggdeep, but only the key, not the ability to give it out to someone. GG-er with exit GG spell.. I think MRD can be counted as one with his teleport to tunnel of war =| Akasha has send to gazeebo too IIRC. But I agree that there's not enough people to manage all the visitors of GG. I think the case with LR and necro is the same, most people who have the open gates spell are either PWRs or ex-RPCs, which is very few in number (not to mention that some of those are no longer active). Personally, I agree with shadow that there should exist more amount of passports for each land.
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List Of Recipes For Creating Items
There is no set recipes. Basically, what you need to make an item depends on what you want to make. If, for example, you want a steel sword with a wooden hilt, then logically you'll need a piece of steel and a wooden plank (note that there are different types of wood though). Probably there'll be one with the chemical ingredients (so people can experiment to find a good recipe) but as of now, there aren't any fixed recipes.
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Hoarding Of Creation Items
Okay... First of all, I agree, this whole item hoarding thing is hurting the item creation process. Probably more than half of the existing raw materials are held by those who don't ever plan to use it... The irony is that one of the reason to give physical form to the raw materials and produce them in number is to help make the market more fluid, with more items traded. Looks like it just provided more trophies to collect. Okay, for steel and metal stuff. They were planned to be created around the same time as the first batch of the raw materials. The thing is, there weren't, at that time, anyone (active)capable of crafting item out of metal, role-wise. Without Kragel around (who was the only metal-crafter), they'll just be sitting around doing nothing, so their production was put on hold (if you notice, the material items that are around right now are wood, stones and animal parts - things I can work on). With Kragel back right now and subzeroo on the crafters guild as well, it should be available pretty soon (as soon as I can contact Kragel again, work on the metals will continue). Removing item owners list, I think is actually quite a good idea.. Although some on the list there barely logs in anymore, which means removing them from the owner list probably won't make the item return to the market. Items from players that left.. well, I think unique items should be left as is. If it's gone, then it's gone. Though probably we can make a new item with similar name/function if needed, as long as the owner is clearly forever gone. As for raw materials though, I think it might help if we get a list on items that are on players who hasn't logged in for ages, and we might be able to redistribute some new items to compensate for the brought-to-grave ones. About used raw material, material shops and the Material Vault (yay, someone liked it! =D ).. When used to make something, the item "disappear". They don't disappear physically, but they do RP-ly (is that a word?) Where do they go to? To the Material Vault (well at least, those that requested the item to me). Once enough time an item have been accumulated, they will be redistributed to the players in form of purchasable items and probably quest rewards. For the next batch of items (most probably the metal stuff and the plants/chemical materials), I'll try to set up an item store with them, with hopefully enough item to ensure that there is always a raw material available for purchase.
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Happy Birthday Phantom Orchid
Happy b'day =)
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Reindrach
[quote name='Orlando Gardiner' date='18 January 2010 - 07:25 PM' timestamp='1263817530' post='52957'] defently more than a GG or a normal. drachorn. I mean, it can only be aquired around christmas, it costs(slightly) more to buy it than the rusty and it has better boost, and stats. so why should it be around the same..? [/quote] Agree to the first statement, it's acquired around christmas (only) and therefore it is more rare and more valuable. Disagree about the second statement (about the cost) though. While it takes more to get to it, you do get a [b]rusty[/b] and 3 pimped in your way there, so if you're considering the cost it took to get your rusty, the reindrach's cost is almost non-existant ($4 to get there, of which $3 turns into pimpeds), of course unless, you're the kind of person who choose to buy the $50 item sets twice rather than buy the rusty or the pimped.
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Reindrach
Certainly less than a windy, due to the sheer rarity of the windy. Probably slightly above a rusty.
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New Ideas For Usable Items
Finally! The next step evolution to items =) My first and foremost suggestion would not be about the items I own, but for other items I hope will come someday. I personally would like to see inner magic be put to use in the part where "items will be able to do everything a current spell could do". For example, a stone enchanted with the powers of healing via transposition. The power of the spell will depend on the level of knowledge on the Heal inner magic spell. It could depend on the holder's knowledge or the maker's knowledge, represented by inner magic docs (this way the item's power could either be made static once it is made, or dynamic depending on the holder). This could work with other spells, like an invisibility spell (seduction doc), an attack increasing spell (sword slash - this could even be made as an item that permanently increases the player's stats), a spell blocking/defense increasing spell (air ward), damage spells (timeless shot, circle of flames etc). There are countless possibilities here and it would also help put a use on the inner magic spell doc system that has been on hold for such a long time. [b]Summary: tying inner magic spells with an items' abilities. Strength of item can depend on the holder's knowledge of the spell, so the item will rescale its powers automatically depending on the player.[/b] My second idea is tied with the part where an item could affect a player's stats (when they are held by that person). Perhaps weapons and armors could provide some boost to player stats? This might collide with the already existant equipment system, but nevertheless, it has a great potential. And now, for personal items. The Golem I am working on has 4 stages (with a number of upgrade levels on each stage). The plan is to have each stage require an extra effort to unlock. The ability/knowledge to advance through each stage is bound with the player, and not the creature itself, so someone who already knows to advance to the 2nd stage can advance all of their golems to that stage. It would be great if we can use items that unlocks a key/flag to mark those who has the knowledge to advance to those stages. I would request that my research journal has the abilities of the Golem Elementalist, so once/if I one day retire from this realm, those who found my journal may read it and continue the role of making golems. The ability would include: 1. the ability to craft a golem for someone 2. giving a player-bound, nontransferable "research log pages" (4 different sets of page, one for each stage) that would serve as the key/flag to upgrade their golem through the 4 stages.
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Just A Something To Lighten Up My Day In Md :)
[quote name='MRnegative6' date='15 January 2010 - 05:32 AM' timestamp='1263508344' post='52754'] - Winning the heads contest and assisting another to win. I believe Udgard and Liberty had a "secret" agreement with the MR's to win the heads. (For those that remember, the heads in the old times were won by those the MR's favoured) [/quote] To clarify, I never did any kind of dealing with the MRs to ask for their help in the contest. I [i]might[/i] have a truce with the MRs (I don't attack their members and vice versa - my memory is not that clear though), but that was as far as it happened, if it did happen.
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Dreams Of Mystery
Nooo dst, I hit the wall on the 3rd T_T. It was hard enough at that point (although admittedly I couldn't invest enough time to crack down part 3 due to RL. I'd say it's quite a good quest though, although I can only comment on the first 3 parts.
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Bumping threads?
[quote name='Fenrir Greycloth' date='13 January 2010 - 12:09 PM' timestamp='1263359390' post='52620'] I would prefer that they made a new topic every two weeks. So we know that the offer is still valid. Instead of my pm people about topics three months old that are still open seeing if it is okay to close it. [/quote] [i]A bit offtopic with the real purpose of the topic ( which was about dst), but since it is mentioned, I'll post my opinion about this again here. If mods think this will put the topic OT too much, please move these parts to a separate topic in the market forum.[/i] I would personally suggest otherwise, especially if topics that are not getting active posts (but with offers that are still valid) are closed. Making a new topic and closing the old ones will clutter the forum a lot, and it would be much easier if people just bump the topic instead of making anew one with pretty much the same content. [b]Edit[/b]: and people will know that the offer is still valid, because they were bumped. It serves the same purpose as making a new thread with the same content, without the effect of cluttering the forum with tons of threads. Besides, in your assumption that people should search for threads manually when looking for a certain kind of item, wouldn't it be hard to find the topic they need if the database is cluttered with so much topics because same people keep making a new one every two weeks? (note that my comment about making new topics every two weeks is to compare with how much better I think it would be if people used bumps instead. It's not about whether everyone with 3 months old topics should PM a mod asking for their topic to be closed or not). Edit: added a line to make my point clear.
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What You Can Do When You Are Immortal..
Er.. I'll do... what I have been doing I guess? I'm born immortal, so I don't know how to think otherwise =|
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Happy Birthday King Bull
Happy birthday KB =)
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Bumping threads?
On the point of bumping trade threads.. I have been part of several trading forums (yes, a forum especially for trading), and I can say that bumping topics is not something that is considered plain spam. There are rules about bumping, such as you should bump only when several days have passed, or new stuff are being offered / new bids are being posted etc. Plain bumping your thread every five minutes is spam, but bumps itself is a commonly used and accepted tool which is vital to trading forums. Some trading forums do not allow direct bumps, but instead ask the thread starter to make a new topic (depends on the nature of the goods sbeing traded, and the forum traditions). Now, we'd better have bumps than tons of topics with the same content posted by the same person every 2 weeks ehre in MD, right?
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Happy Birthday Aeoshattr!
Happy birthday =)
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The Sisterhood
[quote name='LadyDawn' date='12 January 2010 - 03:25 PM' timestamp='1263284756' post='52547'] I will ignore the kitchen comment but there is nothing odd if [b]only[/b] men are the ones crafting! You guys just came in touch with the woman in you [/quote] So men craft because we came in contact with the inner woman in us? [b]Only[/b] men are crafting, no woman... does that mean MD women have lost contact with their inner woman? O_o
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Gazebo Of Victory
awii, if I read correctly, he said he did get a vic on a 4%-34% fight, but not from a 11%-43% one, which is the opposite of how it should've worked.
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Allow Other People To Edit Your Papers
Well, I think allowing alliance leaders access to all his/her member's alliance page (only) won't bring too much potential problem. There is the fact that loyalty leaders and real leaders often differ though =|
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Wts/t Various Creatures
You do realize that both parties will end up with elementals of less age that, don't you?
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Sparring Grounds
I used to hang out there, although not as often as others. But I guess the reason is the same for me, I don't want to get random hits. I'm already near skill damage (and not yet able to climb up), and whenever I'm there, I hurrily go away just because I know the other mp5s/alliance members there will farm me if I stay a minute longer.
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1St Md Special Merchendise Auction
And it(one topic per bid) would make your life much easier as well, because some people bid for more than one item at once, making it hard to distinguish the value of bids per item, not as a whole package.
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Happy B-Day To The Fluffiest Of The Fluffies!
Happy birthday buns! May your days be filled with carrots and away from RJ's stew pot. And your fur not fluffy, although metallic! =)
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Encouraging Others To Find Bugs
My opinion, based on the thread title only: 1. Yes, it is acceptable to encourage people to find bugs an report it so it can be fixed. Those who seek loopholes will do so with or without reward (as they will reward themselves mostly by abusing it), and I think the current system with Mur offering bounties for bug/exploit reports is a good one. It's better to have those with the abilities working with us, not against us. This is in the context of how bug bounties are handled in MD, though. I would not encourage other people to encourage others to find bugs and report it to them. There is already an official bounty from Mur, we don't need extra personal benefactors. 2. Yes, I don't mind sharing bugs with others in order to learn more about it. [b]BUT[/b], only if I cannot analyze the cause by myself, and I will only share it with those I know I can trust AND have dealt with bug reports professionally before, not just share it with anyone for the sake of testing. If I have sufficient confidence that I know what causes it, I might ask some help to confirm that suspicion so I can report it to Mur right away, but otherwise it is report first, then more testing if Mur hasn't responded yet. And a clarification, this means I don't agree with players giving personal rewards for others to find bugs and report it to them. Bugs should be reported to Mur directly once you've found out what is causing it. There is no need to share it with others if you already understand the cause and how to use the bug.
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The Sisterhood
manhunts Oh, the dreaded lipsticks!